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1.0

HMT Team

To install this mod, Open the file with winrar or winzip. Extract all the files to your desktop. click "Install_Cryophobia.exe" to install.

To uninstall this mod, click "Uninstall_Cryophobia.exe".

You're free to modify this level however you like, however you must give credit to me and to all the people who have helped make this mod a success.

Contact:

email: echo_hunter_114 (AT) yahoo (DOT) com

Over the course of 3/4 of a year, Cryophobia has progressed from becoming a simple mod to a new way of playing Bloodgulch. Development began last March a while after the creation of Sky Wars v1.2. If you would like to learn more about Sky Wars v2, the precursor to Cryophobia (a.k.a. Sky Wars v3), please visit

Cryophobia was actually planned to be the first Halo Trial mod that included both a multiplayer mod with a single player mod that was compiled through Halo CE, then converted to Trial. A series of errors with the scenario script forced me to cancel the single player version. I'm pretty certain that no matter how awesome the map would have been, no one will want to finish it. If you want to test out that version (you must have Halo CE installed), then download the filehere:

One of the many features of this mod is that it has a relatively highpercentage of CSS elements- I have gotten a lot of feedback from people without the mod that they really enjoyed it.

This is perhaps my only Halo Trial mod that has put emphasis on every aspect of traditional Halo Trial modding. Please note that this mod was not rebuilt- the closest action that resembled rebuilding was the injection of "rain" meta from b30. The "snow in b30 is actually the underwater particles from "The silent cartographer".

Hover Tank-physics is similar to a ghost>>can sidestep>>can use the ghost's "balance" feature (press spacebar)>>acceleration is very high- can climb up some high angle walls, this also makes it easier to lose balance-primary weapon is normal -secondary fire is a rapid fire cannon that will automatically overheat after a few seconds- a good "last chance" weapon

Mobile Anti-vehicle turret-slow moving and hard to control-fires rounds that are effective but almost useless against shielded players-very effective against armored vehicles, especially tanks and jets

Weapons:

Rapid-fire Shotgun- 5 rounds max each clip-More accurate for the first shot-successive shots will leave it with less accuracy than the original-each shot packs a larger punch, which can be seen by the white flash and massive recoil after each shot-hold down the trigger to activate rapid fire

Halo 3 Assault Rifle-Sounds, Skin, clip size, model- all of this is designed to imitate the Halo 3 assault rifle. I did not finish with the adjustments so the real Halo 3 assault rifle is a little more accurate than this one. Nonetheless, this version is more lethal and accurate than the Halo 1 version

-melee function operates faster

Brute Shot--fires about 1 round every 3 seconds-rounds reflect off of ground and will explode at 90% of most angles with hardsurfaces. It also has a medium range detonation

Air Striker--fires turret rounds (primary fire)-secondary fire will drop several bombs from about a hundred feet above theground

Magnum--rapid fire pistol-melee function operates faster

Fuel Rod Gun-Uses rounds instead of battery-5 rounds initial-slight homing feature-projectiles respond to the enviroment similarly to the Halo 3 version-reflects off of metalic surfaces, detonates on contact with the ground

Rocket Launcher-No noteworthy adjustments

Grenades-

Stickies--basically just oversized explosions for the plasma grenade

sticky grenades-based off the WW2 german grenades, these grenades will stick to just about any surface-If it is thrown over a long distance, it will detonate on impact-If it is thrown over a short distance, a detonatiohn timer will begin before the grenade explodes

Major gameplay features in this mod:

>new balance-of-weapons system--Special weapons are located outside the hotzones to encourage exploration and discourage overuse of these "overkill" weapons.--An understanding of each vehicle's strengths/weaknesses as well as their purposes will separate the winners from the losers--Every weapon has its strengths and its weaknesses- do not assume that a weapon that looks similar to the original will probably function similarly as well.

>altered gametype-specific elements and other objects--Bases are located on the tops of the cliffs, but safe against most vehicle and infantry fire.-->Teleporter route is designed as an alternative to using vehicles as a fast and safer way to score in CTF. This same route provides ample cover in slayer/oddball games.

Known inbalances-The "jet" fires a rocket with almost no projectile error-The battle rifle is severely underpowered compared to the magnum- it's recoil is a little too high (it can be cut down by zooming in)-The brute shot fires rather slowly- this was left as-is since a faster ROF would result in a "glitch" with the firing sound-The Fuel Rod Gun will start at default with only five rounds, though it can hold up to 25, the low initial count makes the weapon normally impractical-The zoom is about the same or greater for the magnum than the battle rifle.The max projectile range is also only slightly shorter for the magnum than the battle rifle

halopc.net tutorials for helping me figure out how to record sounds.Xion for the Walrus (flying warthog) skin (homepage-http://xiion.deviantart.com/)Echo Ranger 449 for the Walrus modelNitrousOxide wanted me to give credit to the h2ce team, so here it is.Mac Gaming Mods for the snow tutorial and Taxiservice for putting snow intoCryophobia for me.Applied Language for providing flags I could skin the Cryophobia's multiplayer flags with.ZMT L33T for the pistol animations

Credits for the Assault rifle are a bit if-ish, but Invaderveex summed it all up fairly well. Text between lines was quoted from Invaderveex of Halomods.com.